Edge/jQuery Function Scope: need advice

Hi all ...
I'm having difficulty with my Adobe Edge Animate code finesse, and I could use some advice. I'm more of a coder than an Edge/Flash guy, so I'm having trouble understanding the scope of variables and where I can use variables and anonymous functions on the global scope.
I wrote a Tic-Tac-Toe game in Edge Animate, and I'd like many of my functions to be scoped globally so that I can just call them on a click action and play back the timeline once the function returns a response.
Here's a typical onclick action:
         thisSym = sym.getSymbol("b1");
         var thisWinner = checkChoice(1, thisSym);
          // problematic code
         if (thisWinner === 1) {
          sym.getSymbol("winBox").$("theText").html("X WINS!");
          sym.play(2500);
         } else if (thisWinner === 2) {
          sym.getSymbol("winBox").$("theText").html("O WINS!");
          sym.play(2500);
Note that b1 is a square on the Tic-Tac-Toe grid and checkChoice is a function I wrote in Full Code view to handle checking whether the clicked box returns a winner.
Currently, when I return a winner (1 for "X", 2 for "O") you'll note that I can go to a specific area on the timeline, dynamically update the text to say "X Wins" or "O Wins" depending on whomever wins, and then sym.play(2500) to go to the main timeline.
Here's the problem: I want to abstract the portion of this click action that comes after my comment //problematic code. What's stopping me? The ability to control the stage timeline from outside of the stage scope in the code. I can *do* all the logic and get console.log to print whatever I want, but I can't get the stage to move to 2500.
Any thoughts or advice? A good article on using custom functions in Edge Animate would be extremely helpful.
Thanks!
William

Joel,
Thanks again for your help. This is the full code as I wrote the Edge Animate Tic-Tac-Toe game (direct ZIP link):
http://scriptingmedia.org/wp-content/uploads/2014/09/aea-tictactoe.zip
The game absolutely works, but it works without playing by Edge's variable scope rules. How would you rewrite the global code to conform to Edge Animate? When I try to put any of this code in creationComplete or compositionReady the code fails completely.
If you look at "Full Code" you'll see the global variables to control gameplay (including the functions to check for winners and to toggle choices, still reporting to console.log). The gameBoard array values are removed as a board piece is picked. xChoices and oChoices store these, and the array is compared against the winners. The code works well but I feel as though implementing this in Edge could be a bit easier.
//wm
var xChoices = [];
var oChoices = [];
var gameBoard = [0,1,2,3,4,5,6,7,8];
var winners = [
  [0,1,2],[3,4,5],[6,7,8],
  [0,3,6],[1,4,7],[2,5,8],
  [0,4,8],[2,4,6]
var turn = 0; //turn placeholder, manipulated by modulo
var youWin;
var checkChoice = function (theValue) {
         var thisChoice = $.inArray(theValue, gameBoard);
         console.log("Checking: " + theValue + " against " + thisChoice + " in " + gameBoard);
  console.log("Turn #: " + turn);
         if (thisChoice > -1) {
  if (turn % 2 === 0) {
  xChoices.push(theValue);
  xChoices.sort();
  console.log(theValue + " X " + turn + " xChoices " + xChoices);
  thisSym.play(1000);
  } else if (turn % 2 === 1) {
  oChoices.push(theValue);
  oChoices.sort();
  console.log(theValue + " O " + turn + " oChoices " + oChoices);
  thisSym.play(2000);
  } else {
  console.log(turn);
  gameBoard.splice(thisChoice, 1);
  if (turn > 3) {
  if (turn % 2 === 0) {
  var theWinner = checkWinners(xChoices, winners);
  } else if (turn % 2 === 1) {
  var theWinner = checkWinners(oChoices, winners);
  turn++;
  return theWinner;
var checkWinners = function (arrA, arrB) {
  var counter = 0;
  if (turn > 8 ) {
  console.log("It's a tie!");
  } else {
  console.log("Checking for win...");
  for (var i = 0; i < arrB.length; i++) {
  for (var j = 0; j < arrB[i].length; j++) {
  for (var k = 0; k < arrA.length; k++) {
  if ($.inArray(arrA[k], arrB[i]) > -1) {
  if (arrA[k] === arrB[i][j]) {
  counter++;
  console.log(arrA[k] + " " + arrB[i] + " " + counter);
  if (turn % 2 === 0 && counter > 2) {
  console.log("X WINS");
  return 1;
  } else if (turn % 2 === 1 && counter > 2) {
  console.log("O WINS");
  return 2;
  counter = 0;

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    We are thinking of having BPM like this:
    RecieveStep(Asyn)-SynchronousSend Step(with wait)-Stop
    The problem with this is when processing huge files the processing time of the Queue is taking very long and sometimes we are getting SYSFAIL.
    Please would anyone advice as how can we approach this scenario either using BPM or without.
    Also Can we use multiple queues or multpile instances concept for this scenario.
    Please Advice.
    Thanks in Advance
    Regards
    J

    Hi Prateek,
    Thank you very much for your quick reply.
    The response from Webservice does not need to be sent anywhere.
    We just want that after recieving the response back from webservice(SOAP) then only we need to process the next file.
    Can we control something from Sender JMS adapter side as well as it is picking up all the files and all files wait at BPE until each one gets processed.
    Is this possible without BPM or with BPM.
    Please advice as what wud be possible steps inorder to achive it through BPM or Without BPM.
    Thanks and Regards,
    J

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